Blog

Design notes, strategy and the occasional post-mortem on the five games in the arcade — written by the people who made them.

Why Our Hitboxes Are Smaller Than Our Sprites (and Our Pickups Bigger)

In every ShockBrawl game, things that hurt you are smaller than they look and things that help you are bigger. The actual numbers, and why arcade games have always worked this way.

Never Unwinnable: The Spawn Rules Behind Our Endless Games

An endless game that can trap you with no way out isn't hard, it's unfair. The placement rules in Neon Drift, Dust Rally, Sector Seven and Volt Serpent that prevent it.

Five Games, Five Touch Schemes — and a Pause Bug We Just Fixed

How each ShockBrawl game handles phones and tablets, why no single touch scheme fits every game, and a fix for Shock Breaker and Volt Serpent getting stuck on pause.

Where the Points Really Come From: Scoring in All Five Games

Distance, combos, pickups and bosses — a breakdown of how each ShockBrawl game awards points, and which sources actually build a high score.